Game system

ABSTRACT

A game wherein a first random selection of one of a first six possible outcomes is chosen, a second random selection of one of a second six possible outcomes is chosen, and a reward is provided to any players of the game who have previously guessed which of said indicia are chosen. Of the first six possible outcomes, a first three are identified by indicia identical to each other, two others by indicia identical to each other but different to the first three, and the sixth by an indicium different to that of the other five. Of the second six possible outcomes, a first three are identified by indicia identical to each other, two others by indicia identical to each other but different to the first three, and the sixth by an indicium different to that of the other five. The reward is related to the probability of the selected indicia being chosen.

FIELD OF INVENTION

This invention concerns games of chance and in particular games wherein players choose of a range of possible outcomes and are then rewarded if their choice is correct. The reward is related to the probability of the players' choice occurring.

BACKGROUND

There is a continuous desire for new types of gambling games which are interesting to the players, have relatively simple rules, where the players feel they have some control over the outcome of the game and where the odds of winning in the game can be controlled by the player in the knowledge that there would be a related adjustment of the size of the reward if successful.

Surveys show that in gaming venues dice games are not as popular as other games. It has been suggested that the main reason is that few people understand the relatively complex rules by which such dice games are played.

An aim of the present invention is to provide a game which has rules which can be quickly understood by a player and where the player can choose the betting odds.

SUMMARY

In one aspect the invention provides a game wherein:

-   -   a first random selection of one of a first six possible outcomes         is chosen, said first six possible outcomes comprising:     -   a first three possible outcomes which are identified by indicia         identical to each other,     -   two other possible outcomes which are identified by indicia         identical to each other but different to that of said first         three, and     -   one of said first possible outcomes which is identified by an         indicium different to that of the other said first possible         outcomes; and     -   a second random selection of one of a second six possible         outcomes is chosen, said second six possible outcomes         comprising:     -   a first trio of possible outcomes which are identified by         indicia identical to each other,     -   a pair of said second possible outcomes which are identified by         indicia identical to each other but different to that of said         trio, and     -   one of said second possible outcomes which is identified by an         indicium different to that of the other said second possible         outcomes; and     -   a reward is provided to any players of the game who have         previously guessed which of said indicia will be chosen, the         value of said reward being related to the probability of said         selected indicia being chosen.

Preferably said indicia are visual representations. The indicia may be markings on the faces of a pair of dice. The dice may be physical cube-shaped objects or may be electronic representations on a display screen. The dice may be housed in a shaker. The dice are preferably coloured differently to each other.

Alternatively the indicia may be markings on balls. Said first random selection may be made by drawing a first ball from six balls in a first container and said second random selection may be made by drawing a second ball from six balls in a second container. Preferably the six balls in the first container are of a same first colour, and the six balls in the second container are of a same second colour different to the first colour.

In another aspect the invention provides a cube-shaped die for use in games of chance, said die having six faces, three faces of which carry a first indicia, a further two faces of which two carry a second indicia different from that on said three faces and the sixth face carrying a third indicia different to those on the other five faces.

The indicia may be numerical digits. Alternatively the indicia may be letters of the alphabet. Alternatively the indicia may be graphic symbols.

The die may be an electronic representation shown on a display screen.

In a further aspect the invention provides apparatus for playing a game said apparatus comprising two dice, each die being as defined by any one of claims 11 to 14, captive within a container, each die being coloured differently to each other and visible from outside the container.

BRIEF DESCRIPTION OF THE DRAWINGS

In order that the invention may be more fully understood there will now be described, by way of example only, preferred embodiments and other elements of the invention with reference to the accompanying drawings where:

FIG. 1 is a view from the top front of one form of die which may be used in a game according to a first embodiment of the invention;

FIG. 2 is a view from the bottom rear of the die in FIG. 1;

FIG. 3 is a view from the top front of a second form of die which may be used;

FIG. 4 is a view from the bottom rear of the die in FIG. 3;

FIG. 5 is an illustration of the layout of a gaming mat used in another embodiment of the invention; and

FIG. 6 is an illustration of portion of the layout of a gaming mat used in a further embodiment of the invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The first embodiment of the invention is played with two dice. One die is red in colour and the other die blue in colour. Any different colour combination can be chosen providing the colour of the two dice are different. Apart from the colours, each of the two dice are identical. One of the dice is shown in FIGS. 1 and 2. Each die 100 is a regular cube shape having six faces 101, 102, 103, 104, 105 and 106 and slightly rounded corners. The faces of each die are respectively numbered 0, 0, 0, 1, 1 and 2. Thus there are three faces 101, 102 and 103 marked with a first indicium 110, two faces 104, 105 marked with a second indicium 111, and one face 106 marked with a third indicium 112. Each of the dice are marked in the same way.

The dice are then “thrown” and the indicium marked on the upper face of each die is noted together with the colour of its respective die. The interest of the game depends upon the different probabilities of each possible result from a throw of the dice. The probabilities are shown in Table 1.

TABLE 1 Probabilities of dice throw results Blue Die Red Die 0 1 2 0 ¼ ⅙ 1/12 1 ⅙ 1/9 1/18 2 1/12 1/18 1/36

In a simple form of the invention a player places a bet on one of the nine possible outcomes and, if successful the “house” pays winnings at the odds related to that particular outcome. If the outcome is to be evenly balanced between the player and the house, the payout for a successful bet would be as shown in Table 2. This indicates that, for example, a bet of $100 on both the red and blue dice shown a 0 would, if successful cause the house to pay out $300 plus return the $100 bet. Similarly a successful bet of $100 on the red die showing 1 and the blue die showing 2 would result in the house paying out $1,700 plus returning the $100.

TABLE 2 Payouts with no house edge Blue Die Red Die 0 1 2 0 3 5 11 1 5 8 17 2 11 17 35

But few gaming establishments would operate without an “edge” or a weighting of the odds in their favour. So in a gaming establishing the payout might be as shown in Table 3. This indicates that a bet of $100 on the red die showing a 0 and the blue die also showing a 0 would, if successful, cause the house to pay out $250 plus return the $100 bet. It can be seen that the house margin in this instance is the $50 lower payment made than for the same dice throw in Table 2. However from Table 3 a successful bet of $100 on the red die showing 1 and the blue die showing 2 would result in the house paying out $1,700 plus returning the $100, which is the same as the payment in Table 2. Comparing Tables 2 and 3 shows that the house edge in this example lies only with the outcomes where a 2 is not thrown. Of course the establishment may decide what edge to apply to each possible dice throw outcome and Table 3 is only illustrative of one such choice.

TABLE 3 Payouts with a house edge Blue Die Red Die 0 1 2 0 2.5 4 11 1 4 7.5 17 2 11 17 35

Another embodiment of the invention is played in conjunction with the mat 5 as shown in FIG. 5. A pair of dice is used in the game, each die being of the form shown in FIGS. 1 and 2.

The mat 5 has four betting panels. These are the First Leg panel 20, the Second Leg panel 30, the Perfect Doubles panel 40 and the Combination Doubles panel 50.

The First Leg panel 20 has four columns. Its left hand column 21 is a list of result identification numbers assigned to each possible outcome of a first throw (or shake) of the pair of dice. The next column 22 indicates the actual indicia shown (ie. presented on the upper face) by the thrown dice for the relevant result identification number. For the monochrome reproduction of the mat 5 shown in FIG. 5, the indicium on the blue die is shown in black and the indicium on the red die is shown in white. The next column 23 indicates the odds paid by the house for a winning wager. The right hand column 24 is space for wagers (in the form of chips) to be placed.

The Second Leg panel 30 has four columns 31, 32, 33 and 34 the same as those in the First Leg panel 20 except that column 31 has the result identification numbers, running from 10 to 18, which represent each possible outcome of a second throw (or shake) of the pair of dice.

The Perfect Doubles Panel 40 has 3 columns. The left hand column 41 shows the identification numbers of two successive throws identified in columns 22 and 32. The next column 42 indicates the odds paid by the house for picking that combination for the two throws. The right hand column 43 is space for wagers (in the form of chips) to be placed.

The combination doubles panel 50 comprises a matrix 53 in the form of a table having 81 square cells 54 in a 9×9 array together with a column 51 on the left hand side and a row 52 near the top. The nine rows in the matrix 53 are labelled by numbers 1-9 in the column 51 which correspond to the numbers assigned in column 21 to the possible outcomes of the First Leg. The nine columns in the matrix 53 are labelled by numbers 10-18 in the row 52, and these correspond to the numbers assigned in column 31 to the possible outcomes of the Second Leg. Each cell 54 therefore represents one of the 81 possible outcomes from two throws of the pair of dice. The number in each cell indicates the odds paid by the house for a wager placed on the respective cell.

The rules of the game utilizing the mat shown in FIG. 5 are as follows:

1. Table of Play

a. The game is played on a table 3.5 m×1.5 m with a layout shown in FIG. 5.

b. The layout of the table is marked to indicate spaces on which wagers may be made.

2. Dice Tumbler

a. The dice are “thrown” in a tumbler which is a sealed device which contains a set of 2 dice. One die is red in colour and the other die blue.

b. The faces of each die are respectively numbered 0, 0, 0, 1, 1 and 2.

c. The upper faces of the dice are visible through the tumbler.

d. The tumbler is activated (tumbled) by activation of a lever or switch.

3. Wagers

a. All wagers on the game are made by placing gaming chips or cash on appropriate areas of the layout.

b. Each player is responsible for the positioning of his wager or wagers on the layout, whether or not he is assisted by the dealer.

4. Procedure of Play

a. The dealer calls PLACE YOUR BETS. When it appears that all wagers are placed, the dealer announces NO MORE BETS after which no further wagers shall be accepted, altered or removed. The tumbling device (which is hidden under a cover) is activated by operating the lever or switch three times so that the dice are shaken at least three times. The tumbler may be activated by a player sitting at the table.

b. The dealer then removes the cover from the tumbler. The dealer then places a first dolly or other marker on the First Leg winning combination. Immediately the dealer again calls NO MORE BETS and passes the tumbler activation to the next person of his choice (or may choose to activate the tumbler (which is again under cover) himself/herself. The dealer again removes the cover and places a second dolly or other marker on the Second Leg winning combination.

c. Each winning throw is decided by the uppermost faces of the two dice revealed when the dealer has removed the cover from the tumbler.

d. The dealer then removes all losing bets from the table before paying winning bets.

5. Type of Bets

a. First Leg: The possible outcome combinations are identified by respective numbers 1-9 in column 11 of the layout. Bets are placed in column 24 on the row corresponding to the selected choice.

b. Second Leg: The possible outcome combinations are identified by respective numbers 10-18 in column 31 of the layout. Bets are placed in column 34 on the chosen row.

c. Perfect Doubles. There are nine possible combinations that can win. Each requires successive throws to repeat the same combination. Bets are placed in column 43 and the respective odds are shown in column 44.

d. Combination Doubles. There are eighty one possible combinations identified in panel 50. The result of the first leg throw is shown in column 51 down the left side and the result of the second leg throw is shown in row 52 near the top of the panel 50. The betting odds are indicated in the unshaded cells of the matrix 53 and bets are placed by placing chips directly on the selected cell.

6. Irregularities

a. Both dice must come to rest with one surface flat to the base of the cage. Should any die fail to do this a no spin will be called.

b. If the dice come to rest on top of each other, a no spin will be called.

Whilst the above description includes the preferred embodiments of the invention, it is to be understood that many variations, alterations, modifications and/or additions may be introduced into the constructions and arrangements of parts previously described without departing from the essential features or the spirit or ambit of the invention.

For example, the indicia utilized on the dice need not be the numerals 0, 1 and 2 as discussed with reference to FIGS. 1 and 2. FIGS. 3 and 4 illustrate a die 200 having an alternative system of indicia on its faces. In particular the die 200 has three faces 201, 202 and 203 which each carry a single spot (ie the first indicium 210), two faces 204 and 205 which each carry a pair of spots (the second indicium 211), and a single face 206 which carries a trio of spots (the third indicium 212). But whatever form the indicia take, three faces of the die carry a same first indicium, two faces carry a same indicium which is different to the first indicium, while the remaining face carries a third indicium.

Alternatively the indicia utilized may be graphic symbols such as the suit symbols from conventional playing cards. Also the Second Leg may utilize indicia which are different from those in the First Leg and/or dice which are different colours from those used in the First Leg. One of said indicia may be a plain blank face on the die. Also electronic versions of the invention may have designated sounds associated with the various indicia.

FIG. 6 shows an alternative layout for a Combination Doubles Panel 60. This may be used where the gaming establishment does not wish to provide the large odds of 1200:1 shown for the cell representing the combination 9-18. In this alternative layout the three cells for the combinations 9-16, 9-17 and 9-18 have been merged into a single cell 65 which carries the odds of 240:1. In this way a bet of $100 placed on the cell 65 would pay $24,000 if the dice throws produced any one of combinations 9-16, 9-17 or 9-18.

Similarly, in a further alternative variation, where the gaming establishment wished to further reduce the highest odds offered, the five cells for the respective combinations 7-18, 8-18, 9-16, 9-17 and 9-18 are merged into a single cell which carries appropriately lower odds. A bet placed on that merged cell would result in the house paying out if the die throws produced any one of the respective five combinations.

It will be also understood that where the word “comprise”, and variations such as “comprises” and “comprising”, are used in this specification, unless the context requires otherwise such use is intended to imply the inclusion of a stated feature or features but is not to be taken as excluding the presence of other feature or features.

The reference to any prior art in this specification is not, and should not be taken as, an acknowledgment or any form of suggestion that such prior art forms part of the common general knowledge. 

1. A game wherein: a first random selection of one of a first six possible outcomes is chosen, said first six possible outcomes comprising: a first three possible outcomes which are identified by indicia identical to each other, two other possible outcomes which are identified by indicia identical to each other but different to that of said first three, and one of said first possible outcomes which is identified by an indicium different to that of the other said first possible outcomes; and a second random selection of one of a second six possible outcomes is chosen, said second six possible outcomes comprising: a first trio of possible outcomes which are identified by indicia identical to each other, a pair of said second possible outcomes which are identified by indicia identical to each other but different to that of said trio, and one of said second possible outcomes which is identified by an indicium different to that of the other said second possible outcomes; and a reward is provided to any players of the game who have previously guessed which of said indicia will be chosen, the value of said reward being related to the probability of said selected indicia being chosen.
 2. A game according to claim 1 wherein said indicia are visual representations.
 3. A game according to claim 2 wherein said indicia are markings on the faces of a pair of dice.
 4. A game according to claim 3 wherein said dice are electronic representations on a display screen.
 5. A game according to claim 3 wherein said dice are housed in a shaker.
 6. A game according to claim 3 wherein said pair of dice are coloured differently to each other.
 7. A game according to claim 2 wherein said indicia are markings on balls.
 8. A game according to claim 7 wherein said first random selection is made by drawing a first ball from six balls in a first container and said second random selection is made by drawing a second ball from six balls in a second container.
 9. A game according to claim 8 wherein the six balls in the first container are of a same first colour, and the six balls in the second container are of a same second colour different to the first colour.
 10. A cube-shaped die for use in games of chance, said die having six faces, three faces of which carry a first indicia, a further two faces of which two carry a second indicia different from that on said three faces and the sixth face carrying a third indicia different to those on the other five faces.
 11. A die according to claim 10 wherein said indicia are numerical digits.
 12. A die according to claim 10 wherein said indicia are alphabetical letters.
 13. A die according to claim 10 wherein said indicia are graphic symbols.
 14. A die according to claim 10 which is an electronic representation shown on a display screen.
 15. Apparatus for playing a game said apparatus comprising two dice, each die being as defined by claim 10, captive within a container, each die being coloured differently to each other and visible from outside the container. 